DirectX11 HLSL着色器未运行

肯特·雷尔

我完全不喜欢使用DirectX进行3D绘图,因此,我想学习它的基本知识,因此,我尝试结合使用我在网上偶然发现的每个示例。

我的第一个目标是在屏幕上简单地画几条线,但到目前为止,我唯一能实现的就是用一些变化的颜色来清除屏幕...

为了绘制2D线,我实际上使用了由Visual Studio 2015版本直接编译成cso文件的HLSL顶点和像素着色器。(起初我在使用像素着色器时遇到了麻烦,但是设法发现必须设置其属性)

当我使用Visual Studio图形分析器/调试器时,我可以看到IA步骤,因为绘制线条似乎是正确的。但是,执行完此步骤后,尽管可以逐步调试顶点着色器,但看不到任何其他信息,并且可以看到position和color参数中的正确值。

VSGA报告

这里的主要问题是:

  • 在像素历史记录中,我看不到在deviceContext上发出的任何Draw()调用。我只能看到ClearRenderTarget()
  • 像素着色器显示消息“舞台未运行。没有输出

I don't know what is wrong in the process, are the world/view/projection matrices or the depthStencilView mandatory? Did I forgot to provide a specific buffer to the swapChain and pipeline? I tried to disable depth, scissor, and culling in the rasterState object but I can't be sure.

I use a structure for my vertices which is :

#define LINES_NB 1000
struct Point
{
    float x, y, z, rhw;
    float r, g, b, a;
} lineList[LINES_NB];

Finally, here is the code for the VERTEX SHADER:

struct VIn
{
    float4 position : POSITION;
    float4 color : COLOR;
};

struct VOut
{
    float4 position : SV_POSITION;
    float4 color : COLOR;
};

VOut main(VIn input)
{
    VOut output;

    output.position = input.position;
    output.color = input.color;

    return output;
}

Which I compile with the following line :

/Zi /E"main" /Od /Fo"E:\PATH\VertexShader.cso" /vs"_5_0" /nologo

And the code for the PIXEL SHADER is the following:

struct PIn
{
    float4 position : SV_POSITION;
    float4 color : COLOR;
};

float4 main(PIn input) : SV_TARGET
{
    return input.color;
}

Which I compile with the following line:

/Zi /E"main" /Od /Fo"E:\PATH\PixelShader.cso" /ps"_5_0" /nologo 

This is the RASTERIZER STATE creation part:

D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = false;
rasterDesc.FillMode = D3D11_FILL_WIREFRAME;
rasterDesc.FrontCounterClockwise = true;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = false;
rasterDesc.SlopeScaledDepthBias = 0.0f;

result = _device->CreateRasterizerState(&rasterDesc, &_rasterState);
if (FAILED(result))
{
    OutputDebugString("FAILED TO CREATE RASTERIZER STATE.\n");
    HR(result);
    return -1;
}
_immediateContext->RSSetState(_rasterState);

And this is the INPUT LAYOUT registration part (_vertexShaderCode->code contains the contents of vertexShader.cso and _vertexShaderCode->size, the size of those contents):

// create the input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
    { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};

HR(_device->CreateInputLayout(ied, sizeof(ied) / sizeof(D3D11_INPUT_ELEMENT_DESC), _vertexShaderCode->code, _vertexShaderCode->size, &_vertexInputLayout));
_immediateContext->IASetInputLayout(_vertexInputLayout);

Where variables are declared as:

struct Shader
{
    BYTE *code;
    UINT size;
};

ID3D11Device*           _device;
ID3D11DeviceContext*    _immediateContext;
ID3D11RasterizerState*  _rasterState;
ID3D11InputLayout*      _vertexInputLayout;
Shader*                 _vertexShaderCode;
Shader*                 _pixelShaderCode;

My VERTEX BUFFER is created by calling createLinesBuffer once, and then, calling renderVertice for mapping it at every drawcall:

void        DxDraw::createLinesBuffer(ID3D11Device* device)
{
    D3D11_BUFFER_DESC vertexBufferDesc;
    ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
    vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
    vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    vertexBufferDesc.ByteWidth = sizeof(Point) * LINES_NB;
    std::cout << "buffer size : " << sizeof(Point) * LINES_NB <<     std::endl;
    vertexBufferDesc.MiscFlags = 0;
    vertexBufferDesc.StructureByteStride = 0;

    D3D11_SUBRESOURCE_DATA vertexBufferData;
    ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
    vertexBufferData.pSysMem = lineList;
    std::cout << "lineList : " << lineList << std::endl;
    vertexBufferData.SysMemPitch = 0;
    vertexBufferData.SysMemSlicePitch = 0;

    HR(device->CreateBuffer(&vertexBufferDesc, &vertexBufferData,     &_vertexBuffer));
}

void        DxDraw::renderVertice(ID3D11DeviceContext* ctx, UINT count, D3D11_PRIMITIVE_TOPOLOGY type)
{
    D3D11_MAPPED_SUBRESOURCE ms;
    ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE));
    // map the buffer   
    HR(ctx->Map(_vertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms));
    // copy the data to it
    memcpy(ms.pData, lineList, sizeof(lineList));
    // unmap it
    ctx->Unmap(_vertexBuffer, NULL);

    // select which vertex buffer to display
    UINT stride = sizeof(Point);
    UINT offset = 0;
    ctx->IASetVertexBuffers(0, 1, &_vertexBuffer, &stride, &offset);

    // select which primtive type we are using
    ctx->IASetPrimitiveTopology(type);

    // draw the vertex buffer to the back buffer
    ctx->Draw(count, 0);
}
Bartosz Boczula

Copied from comment, since it solved the issue.

InputLayout看起来不错,VertexBuffer看起来也不错。此时,我将检查实际的顶点坐标。从屏幕快照中,您看起来好像使用的是很大的数字,例如x = 271,y =147。通常,这些位置是通过World-View-Projection变换进行变换的,因此它们最终以<-1.0f; 1.0f结尾>范围。由于您没有使用任何转换,因此建议您更改lineGenerator函数,以使其在<-1.0f中生成几何图形。x和y坐标的1.0f>范围。例如,如果您当前的x值为271,则使其为0.271f

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